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Reference: Classes and Professions: Tyben's Guide to Barbarians
Barbarian



Tyben's Guide to Barbarians

Jheron gripped his humongous seashell covered axe in his hand and roared in rage as the evil half-elf completed his evocation.

It was an ambush!

As a mass of writhing vines, as if guided by one mind, rose from the ground to restrain him, his vision turned red, filtered by the rage boiling up in the normally peaceful minotaur. Muttering arcane words bursting with necromantic power, Jheron unleashed his enervation at the mounted assassin. The treacherous assassin doubled over in pain across his horse as his face drained pallid white as the Minotaur’s potent spell started to drain the life from him.

Before the enraged minotaur could release his fatal magic again, the half-elf, in a sibilant hiss, released his own. A faint magenta mist of necromantic energy coalesced around the chanting goliath and penetrated the skin. The chanting ended and the only sound became the dry and evil laughter of the assassin, echoing through Vospire’s town square.

Silence! How treacherous!

Jheron’s rage ignited, his bull side completely overwhelmed him and the rage of his progenitors overtook him. Bellowing soundlessly, his rock-solid muscles strained in effort against the restraining plants. The assassin smirked and readied his Decara Lance. With a surge of strength, the barbarian wrenched valiantly at his bonds. The cobbled pavement of the street burst and cracked as the vines uprooted from the ground they came.

The evil half-elf’s eyes widened. Jheron flexed again, shaking off the dying vines. With a kick to his mount’s flank, the assassin lunged towards the raging minotaur, lance extended, ready for the kill. Metal smashed against metal as Jheron, with an ease born of comfortable familiarity and instinct, deflected the lance blow harmlessly with his shield.

The shield clattered to the ground, dropped as Jheron took up his axe in two hands. With a sickening crunch, the barbarian buried his axe into the returning horse’s leg. Rolling acrobatically to avoid the incoming lance, Jheron rose to his feet holding his axe in front of him with both mighty hands. Careless of the danger to it, the cavalier urged his mount on for another pass. There was a clang and another brutal crunch. The barbarian skillfully parried the lance, knocking it harmlessly wide, then proceeded to bury the axe within the poor horse’s chest.

Moving fast, the cavalier dropped his lance and rolled out of the way of his dying mount’s fall. Coming up from his dive though, the cavalier drew his Dementor’s blade and noticed that the barbarian’s axe was lodged in the carcass of the dead mount.

Smiling evilly, the assassin said, “I see you’re unarmed. I shall have my fun with you.”

The two warriors circled each other, the assassin keeping his sword between him and the seven-feet of muscle. With a series of quick lunges, the assassin came at the minotaur. Jheron deftly sidestepped a slash and dodge out of the way of an ensuing lunge. Seeing an opening he quickly stepped in and smashed his opponent in the face with his immense fist.

Momentarily dazed, the would-be killer staggered back, trying to clear his vision.

Jheron followed up with another brutal bash, sending his opponent flying across the pavement of the square. The assassin landed on the pavement in an unconscious heap, sword skittering across the cobbles to land a few feet away.

As the red mist of rage withdrew from his vision, Jheron dusted off his hands and sighed silently.

“It’s going to be such a pain digging my axe out of that thing,” thought Jheron, “Oh, well, such is life.”

Barbarians are one of the oldest professions in Alyria. These men and women are nomadic tribesmen who seek out adventure by journeying across the realms of Alyria. Although many mistake barbarians for raving-mad berserkers, this is not the case. A true barbarian is a master of not only offense, but also of defense. Often they find employment as mercenaries or hired adventurers, which sometimes gives them a bad name.

Although not as educated or ‘elite’ as the other fighters of Alyria, barbarians make up for this with their raw power and mobility. While others fumble with their mounts, a barbarian and his axe will always be ready to fight.

Barbarian Proficiencies

Proficiency Name School Complexity
AXE Weapon 1%
BASH Combat 35%
BATTLE RAGE Combat 30%
DAGGER Weapon 1%
DODGE Defense 30%
ENHANCED DAMAGE Combat 45%
FAST HEALING Technical 20%
HALBERD Weapon 9%
HAND TO HAND Combat 1%
MAGICAL ITEMS Mystical 5%
PARRY Defense 15%
SECOND ATTACK Combat 35%
SHIELD BLOCK Defense 25%
SPEAR Weapon 5%
SWORD Weapon 1%
THIRD ATTACK Combat 55%
THROWING AXE Weapon 16%
THROWING SPEAR Weapon 16%

AXE

Dragnar, the dwarven barbarian, polished his many-notched battleaxe. Many an unsuspecting giant had fallen to it.

Axe is part of a barbarian’s strength. As the only profession to master its use, barbarians rely on its massive damage to help beat their opponents into submission. Although axe is a very damaging weapon, it’s not always as accurate as a mounted warrior’s weapon, therefore it may be necessary to wear some accuracy boosting equipment and/or to ‘combat aim torso’ if you seem to be missing too much.

OTHER WEAPONS

“Haha! Ya can no gemme now!” taunted the evil orc from across the river. Peanut took in the cut rope bridge and the taunting orc-bandit across the river. Bursting into motion, she threw the axe from over her shoulder. The orc’s smug smile got a new part that day.

Axe may well be a barbarian’s best weapon, but that doesn’t mean that it’s always the best weapon for the job. Barbarians have six other weapons available to them: Dagger, Halberd, Spear, Sword, Throwing Axe, and Throwing Spear. Although not very useful early on, Dagger can be utilized with backstab skill when a barbarian gains a thief class. Halberd and Spear are useful weapons to have when you are in the back rows of a formation. Sword is a good all-around weapon to use when you run out of axes to use. Throwing Axe and Spear can be good for when you can’t use bash (back row in a formation, or using a 2-handed weapon) and you’d like to do extra damage against an opponent without wasting spell power.

BASH

The bard started to play a magically charged tune on his viola. Seizing the chance, Hoff leaped forward and knocked the distracted musician over the head with his shield. Losing concentration, the bard’s song backfired, sending him up in a pillar of flame as the magical energies backlashed and surged. “So much for music,” Hoff thought.

One of the biggest advantages after Axe that barbarians hold is bash. This skill takes 250 stamina and an equipped shield to use (minotaurs can bash without one as a racial ability). Bash is best used at the beginning of the round because of the momentary lag it causes. If mistimed it can cause the loss of attacks and defenses. Despite this, bash does a large amount of damage and has a small chance to backfire spells and a very large chance against songs. This skill is best used to counter bardic songs or to deal massive damage to an opponent in a relatively quick amount of time. The counter against bash is that it can’t be used while webbed or in the back row of a formation.

BATTLE RAGE

As the fight wore on, sweat ran down the face of the mighty Barbarian. Suddenly a rage flew through her opponent and she felt the slash of a sword slice through her body. “If only I could get that angry!” thought Caillean as Mordred greeted her once again.

One of the newest proficiencies available in Alyria. Battle Rage is an offensive skill that activates during lengthy combat and increases the damage that can be done.

DEFENSES

Rigo hunched behind his shield as the attacking Archon Hunter finished it’s casting. A roar of fire erupted from the Ithrix’s fingers and spilled across the space between them, growing in size, flowing over the hunched minotaur and his shield. With a spring, Rigo rose and smacked the hunter over the head with his shield. Boy was he glad he’d gone to the lesson on shield blocking at the Sigil Fighting Academy.

Barbarians have three defenses available to them: Dodge, Parry, and Shield Block. Dodge is the most used defense. It activates against both hand to hand and weapon using opponents. Parry is useful against opponent using weapons that you are most familiar with. While Shield Block can be used against weapon using opponents, it has the added benefit of blocking some projectile spells.

COMBAT SKILLS

Gnosh the orc parried Prophet’s axe and wound up to counterattack. Prophet quickly sliced Gnosh in the gut and the leg and laughed as his opponent fell to the ground. “Dumb Orc,” he said as he sheathed his axe.

The combat skills that barbarians have at their disposals include: Bash (see above), Enhanced Damage, Hand to Hand, Second Attack, and Third Attack. These skills, with the exceptions of Hand to Hand and Bash, are passive in nature. They activate naturally when you enter into combat. Enhanced Damage, like it’s name suggests, increases the amount of damage you do when you hit your opponent. Second and Third Attack each provide an extra attack with your weapon when they activate. Hand to Hand is similar to a weapon skill, however it helps to determine how much damage you do with an unarmed attack.

FAST HEALING

Solus stabbed Wildsoul in the back and followed up by bashing him in the back of the head with his dented shield. “Die archon!” he screamed. Wildsoul shrugged off the attacks and clawed the poor human across the face.

Fast Healing is a passive skill that is a measure of your knowledge and use of healing techniques and a reflection of your ability to shrug off wounds. This skill doesn’t activate while in combat, however it does up your healing rate when you are standing, resting, or sleeping.

MAGICAL ITEMS

Riia faced the Ancient Ariel and gripped her octarine wand. After blocking it’s fireball she reposted by barking the command phrase for the wand. Pzzssst! A bolt of lightning jumped from the wand a smacked into the Ariel, disintegrating it into a puddle of unrecognizable ooze.

Magical Items is a skill that reflects your ability to use magical wands, orbs, staves and scrolls. You activate it with the ‘use’ command. Although this skill can be good early on to help provide you with magical abilities before you learn a mage or cleric craft, it later loses much of its appeal because of a lack of higher-powered items to use.

Playing a Barbarian

Barbarians are probably the simplest fighter class to play. However, although they may be the simplest in comparison the other fighting professions, it still can be a rather complicated experience to someone new to the class.

Attributes

The main attribute of a barbarian is strength. A first class barbarian should gain a bonus of three strength when he first creates his character. When you level you should gain ‘level betters’ randomly based on your class’s main attribute, strength. Other important attributes as you level include wisdom and vitality. Wisdom is responsible for how many practice sessions you gain at a level, therefore it’s recommended that you boost your wisdom to its maximum when you level in order to take full advantage of the level gains. Vitality controls how much stamina and hit points you gain when you level. Because of this, it is an important attribute to fighter classes in general. The three important attributes when fighting are: Strength, Agility, and Courage. Strength, the prime attribute of barbarians, affects how much damage you do with your weapon, how well you bash, and how well you struggle against webs. Agility affects if you will hit your opponent or they will hit you in combat. Courage is important because it affects how well you bash and how well you struggle against webs. Every fifteen levels you should gain an attribute bonus randomly. If the bonus happens to be your primary attribute, strength, you will get two points of it, instead of the normal one point.

Practicing

When deciding on what skills to practice at a trainer, it’s best to have an idea of how you plan to play your character in the future. This may affect what skills you train and when you train them (remember, not all skills have to be trained, nor should they be if you don’t plan to ever use them). Here is a sample of a prioritized list of things to train:

  1. Axe
  2. Dodge
  3. Second Attack
  4. Third Attack
  5. Enhanced Damage
  6. Battle Rage
  7. Shield Block
  8. Bash
  9. Fast Healing
  10. Spear/Hand to Hand/Dagger
  11. Parry/Sword/Magical Items

While you play a barbarian, be sure to keep in mind what you are fighting. Try to match the best weapon/defense against your opponent. Much of this is evident in the equipment you choose to use. When you are leveling, you should keep your combat attributes (see above) at their peak. However, when you are about to obtain a level, you should switch to equipment that will give you the best leveling bonuses.

As the main weapon of barbarians, it might be useful to know a few of the different axes that are available throughout first class:

Item Name Level
Practice Axe 1
Cavern Axe 5
A Hand Axe 10
A Meat Cleaver 14
A Sigil Axe 35
An Elite Battle Axe 45
A Battle Axe 50
Axe of Dreams 53
The Axe of the Dead 65

As the main attribute of barbarians, it might also be helpful to know of a few different items that can help to boost the strength attribute:

Item Name Level Strength Bonus(Varies)
Giant’s Platemail 50 4
Blood-smeared Apron 35 2
Octarine Pendant 10 2
A Bloodstone Pendant 36 2
A Python Guard Ring 42 2
A Berserker Helm 50 3
A Codpiece of Power 20 2

When choosing your equipment, also keep in mind that some equipment benefits your style of play more than others. As a fighter who can’t cast spells yet, you should probably value hit point, armor rating, and stamina boosting items more than spell power boosting ones. Also keep in mind that axe as a weapon is less accurate than other weapons used, therefore it might be prudent to wear some accuracy boosting equipment.

Combat

As a barbarian, combat will become important to you sooner or later. Remember to pay attention to what is going on while you are in combat. Sometimes, good eyes can save you. Try to know what is happening at all times and be ready to respond quickly in the best way possible. Every problem has a solution. Against an opponent that uses projectile attacks, quickly switch your defense to auto or shield block by using the ‘combat defense’ command. Against an opponent that bites, change to dodge. By reacting quickly you can present the best solution to each problem and greatly increase your chances of success. To this end, it may be a good idea to use aliases (help alias for more information) to help you to respond faster. Any command that may be hard to type quickly or that you use often in battle should likely be aliased to something intuitive and easy to type quickly. If you are using a client, you may want to make passive triggers to help highlight important information such as when you are webbed or when you break webs. Most clients will also give you options to make extended aliases and macros that can further increase your response speed.

Fighting NPCs

Against mobiles (mobs) preparation and experience will carry the fight. Most mobs are predictable, allowing the use of certain tactics to overcome them. As a player becomes more advanced, they should be able to create their own strategies to deal with specific mobs and types of mobs. A few tips when fighting NPCs include:

  • Remember that you can usually flee against NPC opponents. You will heal better while sleeping and without haste on and soon be able to go back at your mob opponent.
  • Against mobs that cast spells, you can flee to avoid being hit by their spell. However, remember not to come back into the room before the spell is finished.
  • Some casting NPCs can be bashed fairly easily to disrupt their castings and possibly even backfire them.
  • NPCs that are blind cannot initiate combat or target spells. Cans of grue can be used to cast the blind spell and flaming weapons have a chance of blinding the victim via smoke.
  • Silence can be used similar to blindness. A silenced mob is restricted to only a few spells that it can cast.
  • Keep in mind that some NPCs have vulnerabilities, immunities, and resistances. Try to test a few different weapons and damage types to see which ones work the best.
  • Certain types of mobs share similar abilities. For instance: most dragon mobs are immune to bash and breathe some time of elemental damage.

    Fighting Players

    The two types of Player vs. Player combat that a first class barbarian should know about include: Offensive and Defensive.

    An offensive fight would be one in which you are prepared and are trying to defeat an opponent. The focus of the fight is to inflict as much damage as possible to your opponent, while taking as little as possible. As a barbarian, there are really only two ways to inflict damage between the combat rounds. The first is by using well-timed bashes. The second is by the intelligent use of magical items. There is a vast array of magical items available for first class barbarians. Of those items, some will do more damage against certain opponents than others. By knowing your opponent’s race and class, you can better match items against them, for instance an Octarine Wand (lightning bolt) is useful against Dwarves because of their racial vulnerability to lightning damage.

    The second part, taking less damage can be harder to achieve than the first. Much of this is done before a fight though. By using potions you can gain some spell affects that will enhance your Armor Rating (AR). This will enable you take more damage. To check your current AR, type ‘equipment’. Other potions and items can be used to give you beneficial spells like sanctuary, which gives a 20% damage reduction. These affects are rather important because they enable you to survive longer. During a fight, potions of cure blindness can be useful if you happen to become blind somewhere during the fight. Blindness is a very disabling affect that will reduce your accuracy and agility greatly, thereby making you a much less effective combatant.

    In a defensive fight against another player, you are the one being attacked, usually by someone stronger than you. The focus of this fight should be survival. If you happen to not be webbed or blind, the best chance you have is to flee towards the nearest non-pk room or to use the ‘recall’ command. If your attacker starts to cast a spell, that is your signal to flee and put some ground between you and them. While they are casting the spell, they will not be able to chase you. However, some assailants will follow you while you are under the lag from fleeing and attack you again before you can move or recall. Against people like this, you can either try to chance it and just keep fleeing towards safety or you can try to distract them so that they can’t follow you as quickly next time you flee. One magical item that is good for this is the Can of Grue that can cast the blindness spell at the target. While your opponent is blind and unable to see, you can try to flee.

    Class Combinations

    Barbarian is a rather standard profession that provides the basic combat skills. Because of this, there are a lot of options open to them for later professions. The other classes are broken into three categories: Mage, Thief, and Cleric. The order in which the other professions are undertaken depends on your own preferences, however for the sake of expediency and clarity, the mage classes will be focused on first. The mage professions available include: Wizard, Monk, Psionic, and Ranger.

    Wizard- Wizards are a group of spell casters that focus on a wide range of powerful magics. They have the largest spell list and most diverse set of spells. They are a good choice for a barbarian who is interested in gaining more magical power that can be used for multiple means. As one of the most powerful mage professions available, the wizard class would be a good, solid choice. Because of practical considerations, all Barbarian/Wizards should also go Priest.*

    Monk- Monks are a scholarly mages, mainly interested in increasing their knowledge of the arcane arts. However, unlike wizards, they not only focus on some aspects of wizardly magic, but also on some clerical magic and on martial combat. Although they may not have some of the fancier spells that wizards have, they provide a good foundation of offensive and defensive magics, as well as some very nice skills, foremost of which is herbalism, the knowledge and use of herbal mixtures to produce magical affects. Because of practical considerations, all Barbarian/Monks should also go Druid.

    Psionic- Psionics are a very distinct type of magic user. They focus on the powers of the mind. Their spells are casted silently, immune to the affects of silence, and require no reagents other than the occasional focusing crystal. Psionics have a small number of spells available to them compared to the other mages. However this is countered by the fact that those spells do not have to be memorized, are casted silently, don’t require reagents, are unaffected by the web filter, and cost less than their equivalents. Psionics also gain a few spells that are specific only to them. Because of practical considerations, all Barbarian/Psionics should also go Priest.*

    Ranger- Rangers are jacks-of-all-trades. They have a very large spell and skill list, the largest of any classes. Rangers have a mixture of spells from the Wizard class and skills from the Rogue class. Rangers are a good choice for someone who would like a large set of abilities and options early in their playing experience. However, this becomes a double-edged sword at higher levels because other class paths gain the same abilities, making Rangers lose a lot of their uniqueness. That having been said, they do provide both the herbalism and the riding skill. Because of practical considerations, all Barbarian/Rangers should go Priest and Bard.*

    *Priest and Shaman are used interchangeably since they are so similar and are mutually exclusive classes.

    The next most important class path choice for a barbarian is the Thief profession. Keep in mind though, that a barbarian’s Thief class can be dictated by the person’s choice in Mage class.

    Rogue- Rogues are the assassins and burglars of the thieves. They have a large skill set which would go well with most class paths. Barbarian/Wizards and Barbarian/Monks would benefit most by going Rogue. Because of practical considerations, all Barbarian/Rogues should not go Ranger.

    Bard- Bards are musicians and adventurers who have learned to create magical affects through their music. Although they have some of the basic skills that Rogues have, they lack some of the more advanced ones such as: Throwing, Snare, Track, and Evasion. Bards are a good addition to barbarians who would like to have a larger option of spells instead of the larger skill set that Rogues provide. Barbarian/Psionics would benefit greatly from the addition of the bardic songs to their smaller psionic spell list.

    A barbarian’s Cleric profession should be chosen to match and compliment the Mage class of the barbarian. The two Cleric classes available to barbarians include: Priest (Shaman) and Druid.

    Priest (Shaman)- Priests are holy-men who are attuned to the Powers. They have decided to use their God-given spells for both missionary works and for developing their own knowledge and wisdom of the world. Priests have a large array of healing and defensive spells that should help them to protect themselves and others from harm. Like most other spell casters, they must seek out and find their spells in scroll form to be able to scribe them in a book for later use. Although Shamans are very similar to Priests, they are more in touch with the natural elements of the world. Because of this, they lose the Priest’s ‘Word of Recall’ spell. However, they also gain the spells: Faerie Fire, Thunderstorm, and Ice Storm. Because of practical considerations, all Barbarian/Priests should not go Monk.

    Druid- Druids are clerics that draw their powers from the elements found in nature. Druids cast their spells through ‘invoking’ and ‘evoking’ different elements. Invocations are defensive in nature and encompass a variety of defensive affects and abilities that can’t be used on others. Evocations are mostly offensive in nature and can be used to do multiple things. Druidic spells also don’t require the use of memorization or scribing, they can be cast as soon as you gain the Spell Complexity Comprehension (SCC). However, the bane of the Druid is the slow affect, which cause druidic spells to cast slower, usually over rounds. Because of practical considerations, all Barbarian/Druids should go Monk.

    Roleplaying

    Barbarians at first glance seem to be simple people to play. When the word comes to mind, the first thought is of a brutish, roaring, hulking powerhouse holding a huge two-handed weapon and wearing lots of animal skins. Although you can roleplay a barbarian that way, that’s not the only option, nor the one that might give you the most enjoyment.

    Like most things in life, there are many shades of gray in roleplaying. Although trying to play a stereotypical and clear-cut role may be interesting, if everyone did it, it would quickly become unoriginal and hackneyed. It’s probably best for you to create your own persona for your character. The easiest way to start this is to write a character background. By doing this, you can quickly outline a guide for how your character would react to certain situations, based on his past experiences. Add in some spontaneous changes of decision during the game, and your persona will quickly become unique.

    For those that have trouble with this idea, here are some examples of different ways to express a barbarian:

    Stereotypical Brute - Raised in the wilds by your nomadic clan, at the age of five, you killed your first goblin. By the time you were fifteen you were killing giants daily. Your life goals include killing lots of ‘mean thingies’, drinking lots of alcohol, and generally eating a lot of meat.

    Noble Warrior - Although nomadic barbarians, your parents raised you to be the best person you could be. It would’ve been easy to give in to others’ expectations of you being a barbarian and to become a savage brute, but your parents taught you better than that. You seek to prove that you’re a noble person, every bit as worthy and honorable as any knight to walk Alyria. To this end, you seek out adventure to help others and to build a reputation for yourself.

    Ruthless Mercenary - Most people don’t understand you. They see you as evil. However, you know the truth about yourself. Survival is your game and you’re good at it. Morals hold people back; you just deny yours when you need to survive. Nothing gets in your way…for long.

    Peaceful Defender - You weren’t always a real fighter. Simple hunting, gathering, and sparring were your life. All that changed after your tribe was butchered by a marauding band of giants. Now, haunted by memories of your past and trying to make-up for your failure, you seek to defend others, like your lost tribe, who might not be able to defend themselves. Maybe if you save enough people, you’ll finally find solace and lay the ghosts of your tribe to rest.

    Raging Berserker - Most people would describe you as polite, surprisingly cultured and urbane. Most people haven’t seen you in battle. You relish combat. Sometimes you don’t notice it, sometimes you do and don’t care, but when you get into the heat of battle, you become another person. What scares you is, you’re starting to loose control. Yes, you perform better raging, but lately you’ve been finding it harder and harder to come back. You fear a time when you might not be able to come back at all.

    The rough looking men and women gathered around the funeral pyre, forming a loose circle of bodies. From the west came the sonorous call of a ram’s horn, rolling over the fog-shrouded moors.

    Bourn on the shoulders of four barbarians a wooden litter, covered by a linen shroud, entered from the east. Behind it came a somber dressed, ancient tribal shaman holding himself up with his oak staff.

    “All hail Balzac!” yelled a voice from the north.

    A roar went up from the surrounding barbarians in answer, “All hail Balzac!”

    From the south a man bearing a burning torch came, approaching the pyre with the litter now on top. In a somber voice, the shaman intoned, “Let us remember the past and speak of his great deeds as Balzac crosses to the life here after.”

    All through the evening and into the sunset the funeral pyre burned. And as the fire burned, the circle of barbarians recounted Balzac’s many exploits and adventurers, from the War of Light and Dark to his resurrection of Clan Avenger.

    By the next morning, the people were gone and all that was left was a large pit of embers, releasing a coil of smoke into the moors’ sunrise.